Post by Merlin Emrys on Oct 23, 2009 22:18:18 GMT
You can join only ONE of the Army, Guild and Brotherhood
MAGIC IS ALLOWED IN THIS RPG
[The following information can be found under the Guild's board]
About Magic
O.K, as magic is such a broad term, I have attempted to group the types of magic in a similar way to the army, just for ease of use and so you are able to focus both your character and your training sessions--
Once you have decided to join the magicians guild, you must also decide which type of magic you wish to learn. (This will probably be based on the type of gift your character has, for example. Natural ability=creating sparks of fire when angry-- Type of magic=elemental)
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There are 4 types of magic with details stated below.
Your character may train in ONE of these bands of magic. (I realise they are all very broad, but you are encouraged to focus on specific parts in your training sessions.)
ELEMENTAL MAGIC
The basic elements are:
Water
Wind
Earth
Fire
Thunder
Ice
An elementalist can create and/or manipulate one or more of the elements.
BLACK MAGIC
Examples of spells include:
Poison- creating poisons, poisoning objects etc.
Blind- removing vision, altering visions eg. creating hallucinations
Sleep- causing sleep, altering dreams, prophetic dreams
Disguise- Altering one's appearence
WHITE MAGIC
Examples of spells include:
Speed- the user appears to move quickly by slowing time
Heal- from healing small cuts, to bringing the almost dead back to life.
Power Up- Increasing the users power eg. hightening the senses
Creater- Bringing life to an inanimate object.
PSYCHIC MAGIC
Telekinesis- Chanelling psychic energy to move objects with the mind.
Premonition- seeing vivid flashes of the future/past
Thought- Mindreading, sub-conscious influence
The basic elements are:
Water
Wind
Earth
Fire
Thunder
Ice
An elementalist can create and/or manipulate one or more of the elements.
BLACK MAGIC
Examples of spells include:
Poison- creating poisons, poisoning objects etc.
Blind- removing vision, altering visions eg. creating hallucinations
Sleep- causing sleep, altering dreams, prophetic dreams
Disguise- Altering one's appearence
WHITE MAGIC
Examples of spells include:
Speed- the user appears to move quickly by slowing time
Heal- from healing small cuts, to bringing the almost dead back to life.
Power Up- Increasing the users power eg. hightening the senses
Creater- Bringing life to an inanimate object.
PSYCHIC MAGIC
Telekinesis- Chanelling psychic energy to move objects with the mind.
Premonition- seeing vivid flashes of the future/past
Thought- Mindreading, sub-conscious influence
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You will have to become a fully fledged enchanter/tress, before you can train in another type of magic. It is possible to learn all four magics but this will of course take considerable time. Most characters will stick to just one.
It is important to remember that when you begin training in your band of magic, your character will not know ALL of the magics involved in that band, these can be learned and improved on through the sessions. It is perfectly acceptable, in fact encouraged, to concentrate on one (or two) aspects in that band through all of your sessions. For example, an elementalist that only works with fire, or a psychic who focuses on mindreading.
USERS OF DARK MAGIC DO NOT NECESSARILY HAVE TO BE BAD, AND VICE VERSA FOR USERS OF WHITE MAGIC.
With the exception of the psychic type, magic in Camelot works by speaking words- or "performative utterences" if we're being all clever. Be creative making spells (a good idea to bear in mind the tv show here!)
Training
Guild training works similar to that of the army. Through making a series of posts, increasing in length, your character becomes more skilled and powerful in the art of enchantment, and this is reflected through the titles awarded at each stage.
To Train in the Guild:
1) Your character must possess some natural degree of magic, however this can be in any form, and must not be powerful. You do not necessarily have to have stated this in your character application to the site.
2)Firstly you must enrol. To enrol in the Guild, follow the instructions and post in the enrolloment office. Once I have replied confirming your place you may begin training.
3) Training: Traning occurs in the training board. On your first training session, you may create a thread simply called' [insert character's name here]' Training'. Here, you will post all of your training sessions and I will post my feedback.
4)In the training sessions, you must write a post to a certain minimum wordcount. (Unlike the army, the training sessions are undertaken ALONE and can be carried out anywhere in the realm) For example, in a training post, you might write about practising making fire in the woods, healing a papercut in the library- you have a lot of scope! Just make sure you convey a gradual improvement in your abilities. You may include NPC's in your training.
5) I will reply to your training post either accepting it, or denying it. Reasons for denying it include: being more than 10% under the wordcount, very poor grammar/spelling, plagiarism of a fellow magicians training ideas etc.)
6) Ranks and Word Counts (Ranks, once achieved may be added to your signature)
Title/Task
Member of the Guild: Enrollment accepted
Novice of the Guild: One post 250 words
Apprentice of the Guild: One post 500 words
Caster of the Guild: One post 650 words
Magician of the Guild: One post 800 words
Mage: - 1000 word post. This session will be undertaken with Merlin.
(Mage is the highest possible rank in the Guild. The equivalent to the knights of the army)
All wordcounts are minimum, more would be great!
Sorry for all of this writing,
I only hope it all makes sense and doesn't confuse you more!
Any questions, PM me.
Merlin